• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Pokemon Colosseum - a GBA remake

As someone who was part of an effort to do this many years ago (eep it was like 7 years, I feel old), I wish you nothing but luck. We only got to mapping and tiles, and starting the sheer task that scripting will be, but I'm sure if you persevere you will make it grand.
 
Okay, so I can definitely see where you're coming from but this is in need of a lot of work.

Your map is definitely way too small. While browsing through a playthrough of Colosseum to get an idea of the layout I noticed that there's a series of trainer battles that take place near the bridge. There's like 5 NPCs. The map is going to seem extra cramped when the NPCs are placed. It would not be a bad idea to put some placeholder NPCs in when you're designing the map to get an idea of how the player will interact within the space.

The layout is way too boxy. Since you're using square tiles of course it's not going to have smooth curves but you can still simulate curves better than what is currently there. Pyrite Town has a natural feel to it so you need to have that organic shape.

I do not feel the mountainous regions were laid out with enough care. Like, I can see a little thought went into them but there wasn't much attention to detail. Take for instance the mountains next to the Colosseum, on the left side you have a mountain that has three layers, but on the right side it's just one layer, unlike the actual game. And the cave you exit from, if you look behind it there's another layer of mountain that continues upward in-game.
The area under the bridge really shouldn't be purely void tiles. You should have darker mountain tiles that extend downward to imply that the mountains aren't just floating in space. That might seem pointless to mention because it's somewhat obvious, but I mention it because there does need to be some consideration to how you end up laying out those tiles because the mountains don't suddenly turn into a flat sheet of rock.

There needs to be dirt tiles in front of the lower part of the bridge.

Since this is just a layout I haven't commented on the tiles, but I think I should mention a design element that would be important to consider during the layout process. Pyrite Town is pretty unique in that most of the buildings are at a slight angle. I think it's important to retain that aspect because it adds to the character of the town. I'm pretty certain it would be possible to design tiles that 'look' like they're at an angle without getting in the way of the player's experience.

Another thing to consider, what graphical style do you plan to us? Gen 3 or Gen 4? That will affect the size of your map.

In case you don't have it already, here's a map of Pyrite Town to reference while you're working.
 
Last edited:
wait...this hasn't been done before? im all in for it but those screenshots look..lackluster. I know its probably a rough draft and its just a example so take it with a grain of salt. to be a true demake/port (idk) u have to implement a lot like snagging, a escort, coliseum battles, Z axis situations translated to 2d, music, shadow pokemon, altered Sprites, in reality It should be a team effort unless ur very dedicated but I hope I hear more of this
 
I always thought this would be a good idea, but how the heck are you going to do shadow pokemon!?
 
I always thought this would be a good idea, but how the heck are you going to do shadow pokemon!?
One extremely cheap way is to have an extra pokedex entry, an extra 'shadow' type, and simply 'evolve' the pokemon on a special condition (purification) into the normal non-shadow mon. And of course, add on shadow moves, which you'd probably have to ASM replace (but you might be able to get away with a script, abusing move tutor scripts), or have an ability that alters the way certain moves work when the type is shadow, which is also an ASM thing.
 
Hello !

After long moment (for a lot a reason), i will start this project soon (in few day, not more), somepeople want to help me ? :p

If you need somebody for graphics, I can help. I have no experience with tileset insertion though. Also if you need help with english, I can help with fixing grammar too.
 
Are you still working on this? Some of the maps look really good. If I could help at all, I'd love too

The only map I don't like is the outskirts stand. Cuz it's supposed to be a broken down train. Pyrite town looks great, the entrance to mt. Battle looks really good.
 
Last edited:
Back
Top